Count Lucinean Galdana

Lakyle, Maltransmutation Expert's page

5 posts. Organized Play character for Sacredless.



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Sovereign Court

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I occasionally make custom stuff for the Iron Gods campaign. I am a player in this campaign, so please no spoilers.

https://docs.google.com/document/d/14NddbiaWcnrZ6fKwT1zfT-AWFmOjJkVKxdflcsW U8Pw/edit?usp=sharing

My DM was looking for a map of the Scrapmaster's Arena, so I have made him web-friendly map that I'm now putting online! Because it's so big, I've reduced the size of the map to 1855x1855 and then segmented that map into 4 quadrants for use on the web. Cutting up an image like this can make it more efficient for the server to load, as I understand it.

I have included instructions in the Google doc for how you can use this in Roll20!

https://imgur.com/gallery/9WqBzgR

Sovereign Court

Right now, I'm going through the map of Korvosa to single out each building my players could use as a plothook. I figured that Eodred's Walk would be the easier, but it turns out it's the hardest one to fill out. There's 14 shops being described in the book, but there's only 12 buildings on the map.

How have people solved this? Multiple shops under one roof? The whole point of Eodred's Walk is to have all of the shops facing the center.

I'd love some thoughts on this.

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Currently, I am playing a Lizardfolk Scaled Fist monk in the Iron Gods campaign. I took the trait that allows me to roll for glitches twice and pick the better result. We're getting to level 4 and I'm beginning to realize that maybe I won't get anything that would benefit from having this feat.

So I'm curious, can you guys recommend any technology that's specifically useful for monks? Something that my DM can give me?

Sovereign Court

Alright, time to roll up our sleeves and check this out. The Fire Lance. We're making a character without a starting bonus feat, so no humans, etc. I'm thinking goblins and kobolds, but other non-human creatures are fine. We're thinking 'someone dumb/primitive enough to consider the risk of exploding is worth it', but any other race. This includes sample races like the Lizardfolk. Just don't go into monstrous race territory (20+ RP).

The point-buy is 20. Assume level 5 with only the starting gunslinger weapon as a back-up.

To keep people from having to search all over, I'll be listing some of the rules below. You can also follow this link to a google doc where I list relevant rules as they come up (since I cannot edit this after 15 minutes and keep adding things).

https://docs.google.com/document/d/1lH_WJCh-KPaetabixfNXwofcb8tDaJcP_HeGTT7 CAo4/edit?usp=sharing

MECHANICS

Quote:

Fire lance, 25 gp, 1d6, 20/×4, Range inc; 10 ft., misfire 1–4 (5 ft.), 4 lbs. Two-Handed Firearms.

This primitive firearm is nothing more than a long tube that, when ignited, propels a short gout of flame and a javelin.

Unlike other firearms, the fire lance is wildly imprecise, and targets AC rather than touch AC. A fire lance is always treated as having the broken condition for the purpose of determining the effects of a misfire. A fire lances uses a javelin (1gp) and 2 doses of black powder (10 gp each) as ammunition.

Q: Can you wield a fire lance one-handed?

A: Crossbows and other two-handed weapons that can fire one-handed have specific rules for it. Because there are no specific rules for fire lances, I think the correct interpretation is that, like bows, the fire lance presumes the use of both hands to be the only possibility.

Because javelins are what are fired from the Fire Lance, I'll also include those below.

Quote:

Javelin, 1 gp, 1d6, 20/x2, Range Inc; 30 ft. Thrown Weapons, Spears.

Since a javelin is not designed for melee, you are treated as non-proficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon.

And because the misfire rate is not only high, but kind of a feature of this build, I'll include the relevant rules for that too, amended with the specific rules of the Fire Lance.

Quote:

Misfires: If the natural result of your attack roll falls within a firearm’s misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. [...]

[...] If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can’t fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm’s wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.

That bit is important, since there's a 20% chance of this happening. So this might be part of the strategy, potentially.

Finally, the Javelin rules;

Quote:
"Special: Since a javelin is not designed for melee, you are treated as non-proficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon."

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My party and I are playing in the Iron Gods adventure path. No spoilers on that please, btw.

We got a letter from a local blacksmith that, for retrieving the body of his daughter's betrothed, he would forge us all masterwork items for free.

I'm the person with the most experience building characters. Which feels kind of odd, because I'm usually the thespian of the group. My character is a monk and the rest of the party is a skald, a sorcerer and an investigator.

The skald has approached my monk character to help him pick a good weapon. The person playing the skald is used to playing 5E and the amount of choice is kind of overwhelming him. I promised to help him out.

Right now, I'm definitely the most effective party member, as long as I have mage armor cast upon me. If the party sets me up, I destroy the encounters. Either that or I go down on the first strike. Oh, the curse of the low levels, right?

So I'm with a conundrum. The skald has a chain of coats, a warhammer and a buckler. I have weapons, but I use them very situationally. The skald trusts in my character's ability to advise him. So we're going to optimize a bit.

Additionally, I posed him this question; "do you want to last one round longer to fight enemies off of your sorcerer brother or do you want to kill more enemies before you hypothetically go down?" He said he wants to last one more round.

What masterwork armor or weapon should I recommend him first? And should I give him a second masterwork item instead of taking one myself?

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While I was preparing the campaign, I realized that I probably want to give players the opportunity to give Ileosa the benefit of the doubt. However, there's not a lot of opportunities to do that in this adventure path, since Queen Ileosa's got this sassy look that, for a monarch, will instantly read as 'up to no good'.

I know that many players can't help but metagame to a degree (always suspicious of everyone or at the very least everyone with authority). I think it's perfectly fine if players decide to be suspicious, but given the art, it's hard to not be suspicious of her immediately.

For my campaign, I want players to not just guess that Ileosa is evil, but also that her personality has somewhat shifted since they first met her by the time that she's a proper queen, to suggest that maybe there's another influence in the city. I also want to give Ileosa a more genuine reason for purging the city, which is that she didn't deliberately introduce blood veil into the city, but is happy to take advantage of it.

Even if the players don't get any of that, I want to be able to foreshadow the change, so I can call back to it later.

Without further adue, this is the art. It's not perfect, but it's good enough for a handout. I'll probably start making more art as I proceed, so you can also check out the google doc for whenever I add new art to my file.

Friendly-looking Ileosa

Sacredless' Alternate Portraits for CotC & Misc - Master File

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In the document below, I will be adding thoughts about how I'm setting up Korvosa to be run in a mash-up between the Kobold Press and Paizo material.

https://docs.google.com/document/d/1bTiKFg6i72coboS-7MuaK0oewJaocwIYuN5YywH xw_I/edit?usp=sharing

I'll talk a bit more about my intentions here. Kobold Press' Southlands/Midgard setting is wonderful, but I also really like the Curse of the Crimson Throne. Kobold Press offers the more fable-like cadence in storytelling that I like.

The Masked Gods
Kobold Press' setting efficiently pushes the schemes of gods to the background by making them the subject of paranoia and conspiracy. The gods are not who they say they are and this is well known; the gods only appear to mortals under pseudonyms and behind masks. This is an accepted part of life and trusting that the gods you worship haven't lied too much is a matter of faith.

This will allow me to tell my players not to worry too much about their gods. They can just tell me what gods they like or don't like and it'll generally work out fine.

Status in This World
Rather than alignment, players and NPCs have 'status', following Kobold Press' rules for gaining and losing status. All spells which would normally show alignment show status instead.

This means that paladins have an innate sense of status in other people and when they are being tricked into believing someone isn't who they say they are.

The Noblest Beasts
This status does not just extend to humanoids, though; all things have status, even animals. Animals bestowed with status can eventually become 'awakened' and are called 'noble animals'.

It is not that strange for animals to be able to talk and the city of Korvosa has many talking creatures that otherwise might not have been able to. They are rare and the general assumption is that months will go by without meeting a noble animal.

Players can play certain noble animals following rules from The Noble Wild. Not all of the rules are applied; only those which would enhance the experience. This includes the Greater Familiar rules, which can be applied to both animals and humanoids, provided that they are paired with the opposite.

Múspell
Korvosa is now in the continent of Múspell, itself south of Midgard. Múspell is the name for the Southlands and Garund meshed into one continent. Korvosa remains a colony of Cheliax, but with Cheliax acting more as the Brittish Empire founding colonies in foreign places like Australia, Africa and the Americas.

The geographic location is similar to that of Cape Town and there's been two attempts to colonize the land from midgardians; first a group of minotaurs and humans magically displaced, then Cheliax by ship. The geographic location is called 'Sudvall' instead of Varisia. Sudvall is an odd mix of feudalism, shamanism and itinerant culture, steeped in the Harrow traditions. The people of Sudvall have come to an understanding with Korvosa, but they prefer to organize grand melees amongst themselves in preparation for greater threats to the north.

An invasion of Korvosa by Sudvall occurs every generation, generally used as a means of testing a newly appointed king or queen among the Sudvall people. Korvosa has always come to an agreement in some way after the initial siege. It's more an event than it is a tragedy, close to the melees conducted by the Sudvall people. Korvosans are not always as understanding, but most are happy to resume trade after the siege is lifted.

The shoanti are one of the original peoples of Sudvall rather than Varisia.

Why 'Running Korvosa' instead of 'Running CotC'?
Now, you may be asking; why is this called 'Running Korvosa', as opposed to Curse of the Crimson Throne? Because I want Korvosa to be more of a launching platform for adventures taking place in the rest of the continent. Something familiar and almost radically feudal to set itself apart from the rest of the continent. A backwater that is falling behind other developments in the greater world.

The Curse of the Crimson Throne is a gateway for me to launch my players into the greater continent, varying up feudalism with African and South American influences and folklore and fables.

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Hello there,

I ordered a PDF document for the Ponyfinder Campaign Guide. I was charged, but I've not received the PDF. It's not in my order history, either, though my shopping cart is still open. What the heck am I supposed to do about this? It in the shopping cart that the transaction was declined, but it wasn't, I was charged for it.

Could I please get my money back if this order's process has broken?

Sovereign Court

I am working on city-guard NPCs that are fighters much like the Athenians. Not professionals like the Spartans, but highly, highly dangerous in groups of four or five, due to their phalanx strategies. People that you know you could take out if they were on their own, but who you don't want to mess with when they come in force.

Here's list of things that I want them to have;
1. A polearm with reach.
2. A tower shield.
3. Sneak attack.
4. Combat reflexes.

So the idea here is that these either bunch up or fan out with at maximum two 5-foot square between each other, to cover as much threatened squares as possible. Each round, they use the "total cover" action.

Because they stand closer together, whenever a PC or somebody else tries to close in and get behind their total cover, they provoke two attacks of opportunity, of which at least one will be flanking, provoking sneak-attack damage.

These are NPC guards, but I like to make a point out of allowing players to do the same if they really wanted to. In this case, they really wouldn't gain much benefit from it, but what I am looking for is a way to use a reach weapon one-handed, tower shields and still gain sneak attack.

How can you do that at an as low level as possible. Preferably something that's lower level than a Phalanx Fighter 3, Rogue 1.

Sovereign Court

So, here's an idea. My character sees someone on a mount and I have the highest initiative all the other characters, so I go first. I know that this mounted due is going to charge my party and I have a weapon with the brace quality.

Here's my idea. I ready a move action and I say, "when the knight charges, I will move within 5 feet between me and his path." Then, when I do so, the knight is charging an enemy which, presumably isn't me, meaning that he provokes an attack of opportunity from me (since he has to first move and then attack, he can't strike back at me).

My question is; does the brace quality provoke? If I'm wielding, say, a boar spear, does this mean that I get to attack him and deal double damage for his attempt to move through my threatened space? Or is it just the normal damage, since, while I'm using the brace weapon in a readied action, the readied part is the move and not the attack of opportunity?

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I read somewhere that at level 8, your total trip CMB should be like +20. I'm trying to figure out if there is a similar milestone for grappling.

I am doing a tie-up build with a Cavalier of the Penitent. So, from the onset, any attempt to tie up my opponent is +7 higher than my attempt to grapple them (+5 circumstance bonus, -4 Dexterity penalty = -2 Dexterity modifier on their side). Tie Up renders them helpless and my mount interferes my opponents from cutting my enemies loose.

So, mathing things out a bit, provided that I have Greater Grappler and Rapid Grappler, my grapple should be about... +15...? For trip, the advantage is that you render an opponent prone and then you attack them until they die. So, you have to succeed as much as possible. For grappling, once you have succeed, you get a +7 to follow up compared to a trip's +4 and a successful follow-up is final.

With that in mind, it would seem to me like the numerical prerequisite for a successful tie-'m-upper is less harsh than trip. Which makes me think that my math must be off, since I hear of very little people playing it that way.

What do you guys think? What should my grapple CMB be at level 8?

Sovereign Court

Grabbing Style is a style granted to people who have Flurry of Blows-like class features. However, grappling is a standard action and nowhere does it say that you can initiate a grapple in place of a normal attack. You can trip, sunder and all that jazz as you like with Flurry of Blows, but not grappling (which makes sense, grappling is powerful), but if this feat is specifically intended for people with Flurry of Blows, does that mean that the qualifier "grapple with one hand without penalty" allows a monk to make a flurry of blows and substitute all attacks with grapples?

I know that I'm reading rather far into the RAI, but I'm really confused about how I'm supposed to use Flurry of Blows at this point.

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In the Armor Class Modifiers table, they list "lose any Dexterity bonus to AC" "the defender is denied it's Dexterity bonus to Armor Class" separately. I always presumed that a flat-footed target was denied it's Dexterity bonus to Armor Class.

Why is there that distinction? Does this mean that a Rogue doesn't get a sneak attack against a flat-footed target?

Sovereign Court

Currently, I'm playing a grappling-tie-up build of a Cavalier of the Hammer and Sohei monk. I could have chosen Maneuver Master or Tetori to make my grappling more powerful, but the sohei monk, unlike either of the ones I mentioned before, gets to have Flurry of Blows, light armor and can eventually flurry with weapons like nets, lassos and bolas, not to mention use ki abilities on my Cavalier mount.

Now, I'm trying to optimize my grappling CMB. I have taken the "No Escape" trait to be given a CMB against "anyone I have witnessed commit a crime", which in my campaign is going to be pretty much all the time.

My GM is allowing me to pick Extra Challenges, so my Order of the Hammer ability will be able to stand in for grappling if need be. I'll also be able to use Armor Spikes since the Sohei monk can use armor while flurrying.

In my quest to raise my grappling CMB as high as possible, I came across the feat "Kobold Style". Whenever I deny my opponent Dexterity bonus to AC, I gain +4 to my grappling CMB. It's nice flavor, since the character I will be playing is Lizardfolk.

Now, I could take Master of Many Styles so I don't have to meet the prerequisites of Kobold Style, in addition to fusing it with other styles which would increase my grappling CMB. However, I would sacrifice the Flurry of Blows that I would have benefited from with the Sohei archetype at level 6, and which would have provided me with ways to be able to deny multiple enemies their dexterity bonus to AC (via bolas).

So I'd like to know; what would you advise me to do? Are there ways for me to gain the Kobold Style feat without sacrificing my flurry of blows?

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I'm making a character who makes rope from, well, pretty much anything that's flexible and can be cut into strips, be it plant fiber or animal gut. It's a survivalist character.

What do you guys wager craft DCs for rope and silk rope to be?

In the alternate crafting rules, it's said that most adventuring gear has a craft DC of 15. Rope is also a one-piece item, though. It requires skill to craft and it's not easy, but once you can make it, it's just a lot of the same process repeating over a long time.

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Here's a question; does tying up someone count as "rope use"? When is something a skill check?

Quote:
You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.

http://www.d20pfsrd.com/traits/regional-traits/wharf-rat

Quote:
If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

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Let's say that I have taken the "Weapon Focus" feat twice, for Grapple and the weapon which I initiate the Grapple with.

Do I have a +2 to make my grapple attack now or is it still 1?

Sovereign Court

Here's a question. Imagine that I'm making a monk and I want to qualify for Dimensional Assault as early as possible. I come up with the following scheme...

I level till; Monk Level 5. Then, I gain a sixth level and I have a total of 6 ranks in geography. Now I can qualify for Horizon Walker.

I retrain two levels of Monk for Horizon Walker levels and take my third level of Horizon Walker to gain a Spell-Like Dimension Door. Then I retrain two feats for Dimensional Agility and Dimensional Assault.

Now, I am a Monk Level 3, Horizon Walker 3, with Dimensional Agility and Dimensional Assault.

Is that legal?

Relevant sections:

Quote:

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.

A character can’t use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.
Quote:
Prestige classes allow characters to become truly exceptional, gaining powers beyond the ken of their peers. Unlike the core classes, characters must meet specific requirements before they can take their first level of a prestige class. If a character does not meet the requirements for a prestige class before gaining any benefits of that level, that character cannot take that prestige class. Characters that take levels in prestige classes do not gain any favored class bonuses for those levels.
Quote:

Retraining

When retraining multiple character options (class features, feats, classes, etc.) in one continuous period, all of the new selections are made at the end of that period in an order decided by the player. If this period is interrupted for any reason all choices must be made immediately. In this way players can retrain class features and their prerequisites at the same time.
Quote:

[Retraining] Class Levels

[...]
When you retrain a class level, you lose all the benefits of the highest level you have in that class. You immediately select a different class, add a level in that class, and gain all the benefits of that new class level.
This retraining does not allow you to reselect the feats your character gains at odd levels or the ability score increases your character gains every four levels (though you can retrain those options separately). If retraining a class level means you no longer qualify for a feat, prestige class, or other ability you have, you can’t use that feat, prestige class, or ability until you meet the qualifications again. (You can still retrain that feat, prestige class, or other ability.)

A line that is conspicuously missing is one saying, "the resulting character must be one you could have created only through leveling normally".

There's the possibility that "the benefits of the highest level" refers to skill ranks also, but it goes on to say that that retraining doesn't allow you to do certain things that, under the same breath as the argument about skill ranks, would be called the benefits of a level.

Sovereign Court

Dimension Door allows you to take a number of creatures with you. I am playing a Cavalier/Horizon Walker and I would like to know; if I get Dimensional Assault, allowing me to "use dimension door for a special charge", when it says 'you', does this extend to one or more creatures, as per the rules of Dimension Door or does the 'you' part supersede the rules of Dimension Door?

Bonus: If I take the feat "Charge Through" in addition to Dimensional Assault, will it have the same effect?

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Here's a brainteaser. I am a snag-net user with the net adept feat and I have combat reflexes. I have two options for using my net: I can entangle someone or I can trip someone.

Obviously, it would only make sense if I could entangle only one target until their round passes.

However, what if I want to re-use my net after entangling someone with it? Is it unusable for any other targets except for the one that's being entangled for the rest of combat? Or is there an action that I could take to remove the entangled condition from an opponent and return to tripping others?

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One of the big things that I like most about alchemists is how varied they can express their alchemy. Bombs, mutations, magic, crafting, etc. However, when I build an alchemist, I've forced myself to pick a theme and stick with it.

For this theme; lesser Mr. Fantastic powers and a reverse Jekkyl/Hyde split personality (Jekkyl; Lawful Neutral, Hyde; Chaotic Good) with an Elizabethian cape-and-sword Marrozo style duelist flair.

In other words, "what if a 18th century gentleman invented a mutagen that gives him limited rubber-body mutations and still had to function in a society of duels and military prowess?"

Mechanically, my mission statement goes as follows; "optimize a character with a threatened space 60 ft. across".

My GM has made the following houserules;
- 30 pt. Buy.
- Touch attacks with nets only work to entangle. All other attacks with nets are CMB rolls.
- Waiving racial restrictions to mutagens.
- Accelerated Drinker trait allows you to use mutagens and extracts as move actions.
- Effortless Lace can be applied to nets.

With those parameters in place, I have come up with the following character;

http://www.myth-weavers.com/sheet.html#id=744286

I'd like to know what you guys think about my Net Adept user and any crucial failures you see in my build or obvious weaknesses. Kind of hard with a 30 point build, but you never know. I'm not very familiar with building stuff.

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Can I combine two 1st extracts in the vial and then pour them in my preserving flask? If I use my Boro Bead when I have used that mixed extract, does it restore the combined extracts?

Quote:

Admixture Vial

Once per day, an alchemist can use this simple-looking glass vial to combine two extracts into one usable extract as if he had the combine extracts discovery. An admixture vial can combine extracts of 3rd level or lower. Extracts combined with an admixture vial cannot be combined again using this item or the combine extracts discovery.
Quote:

Preserving Flask

This small, durable flask is designed to preserve alchemical extracts indefinitely. An extract stored in a preserving flask remains potent until it is consumed or otherwise removed from the flask.

Preserved extracts count against an alchemist's extracts per day on the day they are prepared, but not on subsequent days. Each flask is capable of preserving an extract of a particular level. An extract stored in the flask retains duration, caster level, and other properties it had when it was created. The flask works on extracts and infusions, but not mutagens.

Quote:

Boro Bead

This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. Different beads exist for recalling one extract per day of each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or non-magical alchemical material such as antitoxin.

The whole is pretty pricey just to be able to save up extract space, but I tend to need the extra as a melee-focused alchemist.

Sovereign Court

Quote:

Net Maneuvering (Combat)

With sweeping movements and brute force, you can use your net to put foes at a disadvantage.

Prerequisite: Exotic Weapon Proficiency (net), Net Adept, base attack bonus +3.

Benefit: In melee, you can use a net to trip or disarm opponents instead of entangling them. You gain a +2 bonus on disarm checks made to use a net in this way. Further, if you have an opponent entangled in your net, you can attempt to drag or reposition that opponent as long as he is within your net’s reach or you control the trailing rope on your net.

Quote:

Net Adept (Combat)

You have trained to use the net as a melee weapon.

Prerequisite: Exotic Weapon Proficiency (net), base attack bonus +1.

Benefit: You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee attack rolls for using an unfolded net, and you can use one full-round action or two move actions to fold a net.

Quote:

Net

A net is used to entangle enemies.

Benefit: When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled.

So, if I were to take this literally, the following 2 interpretation now describes the "Net" as used as a melee weapon.

Quote:

Net

A net is used to entangle enemies.

Benefit: When you throw [perform a melee attack with] a net, you make a ranged [melee] touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled [or tripped or disarmed].

Quote:

Net

A net is used to entangle enemies.

Benefit: When you throw [perform a melee attack with] a net, you make a ranged [melee] touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. [Alternatively, you can use a net to trip or disarm them. See combat maneuvers.]

The two distinctions are important, because; the latter uses CMD, which can be considerable. The former, though, uses a touch attack. The former includes BAB and STR, while Touch attack includes only Dex.

For reference, the former means that just touching someone with your net is enough to entangle them, but ALTERNATIVELY, touching them is ALSO enough to either disarm or trip them. The latter means that you can use your weapon as though it can be used to perform combat maneuvers.

The problem is that, while the latter is fair, you could already do so;

Quote:

If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?

No. When making a trip combat maneuver, you don't have to use a weapon with the trip special feature--you can use any weapon. For example, you can trip with a longsword or an unarmed strike, even though those weapons don't have the trip special feature. Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone.

On a related note, you don't have to use a weapon with the disarm special feature (a.k.a. a "disarm weapon") when making a disarm combat maneuver--you can use any weapon.

[Source]

However, it might just be me; a net that can trip opponents which normally have an almost unbeatable CMD seems... Interesting? I can't help but feel like DMs will glare at me if I explain it the way I'm doing.

Does Net Maneuvering provide net users the ability to trip someone at a 10 foot reach as well as activating on touch? Is it like pulling the rug from under someone? What about disarming?

Or is it at my own discretion?

Sovereign Court

I'm making an alchemist with Combat Reflexes and Net Adept. I pump Dex, I use either Enlarge Person and/or Long Arm extracts. Bam; I now threaten 15 to 25 feet from my square, 35 - 60 foot radius all around.

In other words, my threatened range is kind of ridiculous.

I want to know; is it all for naught if the people I'm fighting can charge 60 feet across my threatened range?

Sovereign Court

Alchemical Weapon wrote:

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

This ability replaces poison resistance.

Lamp Oil wrote:

A pint of lamp oil burns for 6 hours in a common lantern or lamp. You can also use a flask of lamp oil as a splash weapon. Use the rules for alchemist's fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.

You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

So, for my Grenadier, I would like to use lamp oil as my alchemical splash weapon of choice in the stead of alchemist's fire, because of my limits supply of money. However, given these rules, what is the failure rate of the lamp oil? Do I have a 50% chance to do fire damage with each strike and it simply covers them?

Then what if I strike them a few more times and one of those times, it does light up? Do they have to make up for the rounds they were "splashed" with oil? Do they burn longer? Is the burn that they make up for the former or the latter (1d6 + 1 round of 1d6 or 1d3 + 1 round of 1d3)?

Or is it always lit, because the grenadier's Alchemical Weapon makes the lamp oil always effective? Or do I roll 50% once for every creature and if I can't do it on the first roll, I can't try again?

Keep in mind that lamp oil is 1 sp. Alchemist's fire is 20. So this is a difference of 200x in price. And on successful Craft (Alchemy) checks, it's 4 cp.

For an ability which would essentially make any weapon get +1 Flaming for 1 minute.

Sovereign Court

I have an grenadier with a hybridization funnel. I can use that funnel to create a new splash weapon out of liquids (drippables) that are splash weapons. For example, Alchemist's Fire and Defoliant.

Hybridization Funnel wrote:

This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions, elixirs, extracts, or other materials.

Mixing a substance with a similar or identical substance (such as alchemist's fire with alchemist's fire) has no effect.

A mixture cannot be combined with another mixture.

Now, in reference to the above, I would like to know; Does lamp oil constitute a "similar or identical substance" to alchemist's fire?

Sovereign Court

Hello there,

I'm trying to figure out how to make a net which can be a relatively consistent part of my repertoire (I plan to make a character with the Net Adept ability). However, the further I look into it, the less distinct it's categorization becomes as a weapon.

For this reason, I'd like to turn to the community to tell me how this would work.

I have a Masterwork Snag Net, made from Darkleaf Cloth, enhanced with Effortless Lace and given the Flaming magic weapon ability. As a Net Adept, I can treat what is normally a two-handed ranged throwing weapon as a one-handed melee weapon.

What are it's HP, Hardness and cost? (This is the most pressing question)
When does the flaming weapon quality deal damage, when I succeed at a touch attack, when someone is damaged for trying to escape the snag net?
Does the Effortless Lace effect allow me to throw the net with one hand without penalty?
Does it fall under the ranged weapon or the melee weapon category?

BONUS: If I use it just to swat at people and not entangle them, do I still deal fire damage?

Sovereign Court

Right now, I am working on a character who uses cloak-and-rapier style fighting. The quick of it is that a renaissance-time-period duelist would occasionally use a cloak in one hand and a rapier in the other to entangle and confuse his opponent.

So I am trying to make a build out of that, using a net to substitute the cloak. The character will be a Switch-Hitting controller Alchemist with a Fighter dip that uses his mutagen to raise his dexterity (or his strength as the case might be).

So what I am looking for in this character build is hold a net in one hand and a rapier in the other. I don't use two-weapon fighting full-attacks, I typically just use my rapier if I want to make an attack. However, my net has a 10-foot reach which threatens opponents, so I can make attacks of opportunity while I am holding it.

The trouble that I am now finding, though, is making a (snag)-net finessable. I am reading threads about it and I keep reading that "it's probably finessable" but no description of how to do it. Is it fair if I used Effortless Lace to make it into a light-weapon for the purpose of Weapon Finesse. After all, a snag net can deal piercing damage, but only 1. Then again, the entire weapon is made out of rope, so if it has effortless lace weaved into it, doesn't that just make sense? Then AGAIN, normally, a net is a TWO-handed throwing weapon. So, does that mean that I can now throw it like a one-handed weapon without penalty? Especially since I'm an alchemist with the Throw Anything feat?

Also, can I enhance the damage done by a snag net? The weapon roster lists as damage "see text", so that would make it seem, to me, that it has listed damage.

Finally, what kind of weapon abilities can I enhance a weapon that is normally a ranged weapon, but in the right hands (someone with Net Adept) is treated as a melee weapon?

Sovereign Court

So, here's a question; there are one-handed weapons which threaten outside of 5 ft. For example, scorpion-whips and nets in the hands of net adepts.

Now, I am wondering, if I were using a regular one-handed weapon without reach in one hand and another one-handed weapon in the other hand... What happens? Can I make attacks of opportunity with a weapon that I have been holding back and do those attack of opportunities threaten the full reach of the off-hand weapon?

  • I am wielding and attacking with any one-handed weapon in my main hand and simply wielding and not attacking with a scorpion whip or a net (with Net Adept feat) in my off-hand. I have not made any two-weapon attacks.

Does this mean;

  • 1. Because I intend to use it to make attacks of opportunity (in other words, I have it ready to strike), I still take penalties for two-weapon fighting as normal. I threaten the space within it's reach for that weapon. (TWF penalty, 10 ft threatened space)

  • 2. Because I have not attacked with it yet, I don't take penalties for two-weapon fighting. But because I haven't used a ready action, I'd have to spend an action to 'draw' it, which negates the possibility of an attack of opportunity. (No TWF penalty, no AoO with off-hand)

  • 3. I don't take penalties and I do threaten the space in the reach of that weapon. (No TWF, 10 ft threatened space)

  • 4. I take penalties for having my off-hand occupied, but I don't threaten the space around me either, because I'm holding back.(TWF penalty, no AoO with off-hand)

What do you think...?

Sovereign Court

This is a question I came across recently; the Tower Shield describes the benefit that you can "use" it to gain total cover across one edge for one round.

However, there are special rules about holding versus wearing shields, similar to holding versus wielding weapons. Obviously, just holding rather than wielding a kama does not allow you to use the kama's benefits to trip an opponent.

But I don't know if the same would hold up with Tower Shields. I personally find that Tower Shields are underrepresented in the genre, considering how historically important total cover was in ancient times. As such, I may be biased to give Tower Shields more benefits.

The reason why it matters whether you are holding as opposed to wearing a shield is that the donning time is different. You can drop a weapon that you are wielding as a free action, but you can't drop a shield you are wearing as a free action if it isn't accompanied by a different move action and your BAB isn't +1.

Example; Sorcerer Shmuck is holding, but not wearing a tower shield in a trap-filled dungeon, using a ready action to gain total cover whenever he suspects a dart trap from activating, but with every intention to drop the shield if a different kind of trap is activated.

In this, he wouldn't be donning the shield, just using it. Is that legit? Or would he first have to don the shield and then take a standard action separately to gain total cover?

Bonus question; If I can drop a tower shield I am holding rather than wearing as a free action, does that mean that I can use my skill checks without being penalized by the tower shield immediately upon dropping the tower shield?

Example; Sorcerer Shmuck is holding, but not wearing a tower shield in a trap-filled dungeon. He hears a click under his feet and the DM demands him to make an acrobatics check to jump out of the way of the collapsing ceiling. Can Sorcerer Shmuck drop the shield and then perform the acrobatics check without penalty?

Comparisons: Holding versus wielding weapons and their benefits. Uses and benefits of shields without wearing them, such as throwing shields.

Sovereign Court

So, I am somewhat unclear on the language that is being used to described the Core Campaign. I understand that most character creation and advancement are restricted to a number of sources. However, there's no mention of prestige points, which are an important part of the Pathfinder Society campaigns. Can I use the field guide to spend my prestige points? Is that considered a character option?

Sovereign Court

As far as I know, there are no race traits in the materials for the core campaign. So, in that case, how does the Adopted trait work? Is it just fluff with no benefit to it?

BONUS: And what about the faction guide? It used to be that faction traits were listed as part of the Pathfinder Society book, but now it's been relegated to the faction guide, so do I or don't I include those traits? Hero Lab says that they are legal for core play, so...?

Sovereign Court

So, reading TreantMonk's guide on monks, and I might be reading this wrong, it says that Flurry of Blows can be used with Shuriken, since they are thrown weapons and are treated as ammunition.

But that got me thinking. What if I get Quick Draw and Throw Everything and bought a buttload of Kamas. Could I use the Kamas in the same fashion I would Shurikens...? Because, if so, my damage might go up quite a bit and it would only cost me two feat.

OR, if I am a Harrow Warden monk and I have Quick Draw, does that mean that I can Quick Draw and Flurry of Blows with multiple Starknives? These have a range increment of 20 ft, so it seems more legit.

Or is it specifically because shuriken are ammunition?

Sovereign Court

Alright, so after about a week of theory crafting, I have come up with the following character;

Lakyle is an investigator of criminal transmutations under an oppressive regime. He uses alchemy to solve crime cases. He has had formal training in riot control and uses his bombs to that effect. In his spare time, when he is not investigating crime, he spars and fences with colleagues. He fears he has symptoms which make him appear to be a chymist; someone who's alchemy and transmutation controls them rather than the other way around.

Materials permitted;
Core Rulebook
Advanced Player, Class & Race Guide
Ultimate Equipment, Campaign, Magic, (Intrigue) & Combat
Occult Adventures
Grenadier Archetype;

Restrictions
Grenadier Archetype
Rapier use
No natural attack or body-horror discoveries
No trip spamming
750 gold, NO MAGIC ITEMS, masterwork items allowed.
Wis->Dex Mutagens
Infusion discovery
20-point buy

Partymembers
A mesmerist with the Gift of Will trick, but low AC.
A witch with flight capabilities
A tanky cleric.
An elven rogue.

With all of that in mind, I made the following character. What is your opinion on my ability score distribution? What feats would you have picked? What feats should I pick down the line? What discoveries?

http://www.myth-weavers.com/sheet.html#id=603601

Sovereign Court

So, in the errata for the Adventurer's Armory, the launching crossbow was re-released as having a 20 foot range increment.

I don't really see the point of that. That means that, say, an alchemist who uses a launching crossbow for his or her bombs gains no benefit. Or anyone, really. It doesn't deal damage, so if you find a way to apply dexterity to your damage, it won't matter.

The launching crossbow was good for one thing and one thing only; increasing the range increment of splash weapons in lieu of a bow with raining arrows. And to maximize that benefit, you had to commit to the feat tax; rapid shot, rapid reload, point-blank shot into crossbow mastery.

That's completely useless now. Can anyone elaborate on the history and motivation of this decision? It wasn't stellar before, but it's very, very expensive junk now. o.O

Sovereign Court

Quote:
Add one extract formula from the alchemist's list to the character's formulae book. This formula must be at least one level below the highest formulae level the alchemist can create.

Does this mean that the first 4 levels, alchemists with this favored class bonus cannot get those extra extracts?

Grand Lodge

Simple question. What ways are there to disrupt transmutation effects without the use of the arcane and/or divine spells? Alchemist formulae are allowed. Feats, equipment, etc?

Grand Lodge

Here's the basic premise. My character is some kind of forensic scientist that specializes in identifying the effects of transmutation magic. With this, he combats whichever crime his employer wants him to fight, like forgery and counterfeiting or human trafficking and magic-assisted manslaughter.

He will have moderately high Knowledge (Nature), Knowledge (Arcana), Spellcraft and (probably) Use Magic Item, but (probably) no access to arcane or divine spells. I want the character to seem like a defender of the people from the big-bad wizards and druids. I'm imagining him doing autopsies and having a mobile lab. That way, if I make a good or a bad roll, I can blame it on the working conditions. That's easier on the roleplaying and the flavour.

What class would be advised for such a concept? Are there interesting, flavorful feats to key off of this? Traits? Race is probably human or skinwalker or something along those lines.

It's set in a campaign where it's not yet known that other worlds exist, so I would preferably have low Knowledge (Planes) at the start of the game.

Sovereign Court

The spell combat magus feature refers to spells with a casting time of a standard action, but not their duration.

If you are a magus that can cast a spell that has a longer duration that requires concentration to maintain, is the maintenance standard action compatible with spell combat?

Grand Lodge

1 person marked this as FAQ candidate.

PREHENSILE HAIR (Su):
Effect: The witch can instantly cause her hair […] to grow up to 10 feet long or to shrink to its normal length, and can manipulate *her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet […] as a secondary natural attack that deals 1d3 points of damage [...]. Her hair can manipulate objects (but not weapons) […] as a human hand.

The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments.

WHITE HAIR (Su) White Haired Witch, Pathfinder Player Companion: Dragon Empires Primer:
At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage […] plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action* without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.

At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.

The hair cannot be sundered or attacked as a separate creature.

In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities:

Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action, dealing damage equal to that of its attack.

Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a swift action*.

Pull (Ex): At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action*.

Strangle (Ex): At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.

This ability replaces hex.

STRANGLING HAIR:

[…]
Level […] witch 3

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration concentration up to 1 round/level
Saving Throw none; Spell Resistance yes

DESCRIPTION

Your hair animates and extends to grapple and constrict an opponent. Make a grapple check against the target using your caster level as the base attack bonus plus a bonus equal to your Intelligence […]. This grapple check does not provoke attacks of opportunity. If your hair succeeds in grappling a foe, that creature takes 1d6 points of damage or your unarmed strike damage, whichever is greater, and gains the grappled condition. Your hair receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that your hair succeeds on a grapple check, it deals an additional 1d6 points of damage. The CMD of your hair, for the purposes of escaping the grapple, is equal to 10 + its CMB.

Once you choose a target, your hair continues to attack that target independently of your own actions. You may designate a new target as a move action, which causes your hair to release its current target (if any) and attack the new target that round. Your hair cannot be targeted as a separate creature, but it can be dispelled.

----

I have created a Hexcrafter 1/White-Haired Witch 6 Samsaran with the Mythic Past Life racial trait to add the "Strangling Hair" spell to my magus spell list to be able to use it with spell combat. I have the "Prehensile Hair" hex and the "Natural Spell Combat" magus arcana. My archetype also gives me "White Hair".

My question is; do the three effects on my hair synergize, overlap or cancel each other out and when?

Sovereign Court

Silly question that I already know the answer to, but I would like to see the responses to this.

Quote:
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Quote:

Improved Natural Attack (Monster)

Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

Like I said, this is silly and I know that this isn't true, but does the rule that specifies that monk's unarmed strikes are treated as natural weapons for the purpose of effects that improve natural weapons mean that a monk could conceivably take the Improved Natural Weapon feat?

Discuss. I'm curious as to what people's opinion is on this.

Silver Crusade

This question relates to a character that has gone through several iterations, from a death priest to a clini-clown to a performer. This is that final character.

The concept is this; the character is a traveling performer who uses hand puppets to entertain children and impart knowledge from one village to the next. His stage, his puppet theatre is also his shield. It's large, it provides total cover under the right circumstances.

What I would like to know is; is spell combat compatible with Total Cover shield action? Is it possible to cast a spell and then duck back behind total cover? For the moment leaving the question of arcane spell failure. Is creating total cover part of that repertoire?

If not, what other ways are there to gain full cover from the tower shield (preferably without eating at my action economy)?

Grand Lodge

Quote:

Natural Spell Combat (Ex)

Benefit: The magus can use his spell combat class feature with a natural attack of his choice. If he does, he gains a +2 bonus on concentration checks. If the natural attack is made with an appendage that would normally hold a weapon (such as a claw attack), the magus cannot wield a weapon in that appendage while making natural attacks with it. If the natural attack is a bite or other attack that does not require a free appendage to make, the magus can use the natural attack in addition to all of the attacks he could make with his melee weapon, if he has one.

A magus can select this arcana more than once. The bonus on concentration checks does not stack. Each time he selects this arcana, he selects another natural weapon. For example, a magus could select this arcana twice, choosing claw attacks and bite attacks. This would allow him to use a full-round action to make all of his claw attacks with his free hand and all of his bite attacks in addition to casting a spell. This arcana otherwise functions exactly like the spell combat class feature.

Quote:

Prehensile Hair (Su)

Effect: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.

The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

Quote:

White Hair (Su)

At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action* without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.

If I take Natural Spell Combat, do I need to specify what type of hair I'm taking the Magus Arcana for or does it apply to both? This as a White-Haired Witch with a Hexcrafter Magus dip.

Grand Lodge

I don't know how broad or how narrowly I am reading the FAQ here...

Quote:

When using spell combat, can the weapon in my other hand be an unarmed strike or a natural weapon?

Yes, so long as the weapon is a light or one-handed melee weapon and is associated with that hand. For example, unarmed strikes, claws, and slams are light melee weapons associated with a hand, and therefore are valid for use with spell combat. A tail slap is not associated with a hand, and therefore is not valid for use with spell combat.

[...]

If I use spell combat, how many weapon attacks can I make?

You can make as many weapon attacks as you would normally be able to make if you were making a full attack with that weapon. For example, if you are an 8th-level magus (BAB +6/+1), you could make two weapon attacks when using spell combat.

This is a revised ruling about how haste interacts with effects that are essentially a full attack, even though the creature isn't specifically using the full attack action (as required by haste). The earlier ruling implied that spell combat did not allow the extra attack from haste (because spell combat was not using the full attack action).

See, it says that my character needs to have a hand with which to cast spells and a hand with which she can attack. It specifies that this attack can be a natural attack if it's a natural attack made with that limb.

However, I am confused with the wording of the second ruling. It says that I can make "as many attacks as you would normally be able to if you were making a full attack". For natural weapons, this can be in combination with your hand rather than seperate from it. However, it goes on to say that "with that weapon". Do I need to read that as "with that weapon" as "including that weapon" or "exclusively that weapon"?

English is not my native language.

Grand Lodge

1 person marked this as FAQ candidate.
Quote:

White Hair (Su)

At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action* without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.

At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.

The hair cannot be sundered or attacked as a separate creature.

In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities:

Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action*, dealing damage equal to that of its attack.

Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a swift action*.

Pull (Ex): At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action*.

Strangle (Ex): At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.

This ability replaces hex.

Quote:

Hex Arcana

A hexcrafter gains access to the following magus arcana, or may select any witch hex in place of a magus arcana.

Quote:

Extra Arcana

You have unlocked the secret of a new magus arcana.

Prerequisites: Magus arcana class feature.
Benefit: You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana.
Special: You can gain this feat multiple times. Its effects stack, granting a new arcana each time you gain this feat.

Quote:

Prehensile Hair (Su)

Effect: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.

The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

Quote:

Strangling Hair

Your hair animates and extends to grapple and constrict an opponent. Make a grapple check against the target using your caster level as the base attack bonus plus a bonus equal to your Intelligence bonus (if a witch or wizard) or Charisma bonus (if a sorcerer). This grapple check does not provoke attacks of opportunity. If your hair succeeds in grappling a foe, that creature takes 1d6 points of damage or your unarmed strike damage, whichever is greater, and gains the grappled condition. Your hair receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that your hair succeeds on a grapple check, it deals an additional 1d6 points of damage. The CMD of your hair, for the purposes of escaping the grapple, is equal to 10 + its CMB.

Once you choose a target, your hair continues to attack that target independently of your own actions. You may designate a new target as a move action, which causes your hair to release its current target (if any) and attack the new target that round. Your hair cannot be targeted as a separate creature, but it can be dispelled.

How do these rules interact off of each other? Just a Hexcraft 1/White Haired Witch 1 with a Strangling Hair wand.

Does this mean that my character now has two natural attacks called "Prehensile Hair" and "White Hair", along with a seperate entity called "Strangling Hair"? Do the bonuses my strangling hair receives also apply to other hair? Does my White Hair also grow 10 feet along with the Prehensile Hair? Can my Prehensile Hair grapple like my White Hair can by default? Does using my intelligence score in place of my strength score for Prehensile Hair also carry over to my other hair for as long as the hex is active? Does the line;

Quote:
If your hair succeeds in grappling a foe, that creature takes 1d6 points of damage or your unarmed strike damage, whichever is greater, and gains the grappled condition.

mean that grapple attempts with my White Hair also deal 1d6 damage while my Strangling Hair is active?

Sovereign Court

Construct (20 16 RP)
A construct race is a group of animated objects or artificially created creatures.

A construct race has the following features:

  • Constructs have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
  • Constructs have the low-light vision racial trait.
  • Constructs have the darkvision 60 feet racial trait.
  • Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
  • Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
  • Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
  • Constructs cannot be raised or resurrected.
  • Constructs are hard to destroy, and gain bonus hit points based on their size, (Tiny—Small: +10 hp; Medium: +20 hp; Large: +30 hp).
  • Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.
  • +Constructs with nonlethal damage in excess of their remaining hitpoints are paralyzed.

Constructs DO have constitution and CAN gain non-lethal damage, but all other rules apply.

Reasoning; Most constructs in my game have a DR/Adamantine, which I take as meaning that they are impervious to non-lethal attacks to begin with. Constructs that don't have a Damage Reduction rating do suffer non-lethal damage from non-lethal attacks in the form of scrapes and dents which can hamper their movements.

More importantly, however, when a construct tries to push itself past the limits of it's constitution(the ability to withstand the elements, overheating, metalfatigue), it suffers non-lethal damage and unlike other party members, constructs don't heal naturally. Constructs therefore gain a backlog of nonlethal damage as the story progresses until a specialist can repair them.

If the construct ends up being too much of a damage-sponge, I will make most healing attempts convert lethal damage to non-lethal damage instead of being healed outright. That way, a construct cannot benefit from having rediculous amounts of hit points, damage reduction and a supposedly high constitution, if that were to happen theoretically.

For me, a construct that doesn't have to take into account it's own maintenance almost isn't a construct to me. Unless they were specifically built to be self-healing, constructs are defined by the fact that like all artificial things, entropy will get them in the end. If anything, in my campaigns, the prospect of a race of constructs that can heal naturally would have apocalyptic implications.

Sovereign Court

1 person marked this as FAQ candidate.

This is my question...

Armoured Coat wrote:

This sturdy leather coat is reinforced with [u]metal plates[/u] sewn into the lining.

Benefit: More cumbersome than light armor but less effective than most medium armors, the advantage of an armored coat is that a person can don it or remove it as a move action (there is no “don hastily” option for an armored coat). If worn over other armor, use the better AC bonus and worse value in all other categories; an armored coat has no effect if worn with heavy armor. The only magic effects that apply are those worn on top.

If I forcefully wrap a druid in an armoured coat as part of being tied up, does that mean that the druid cannot use druidic magic?

If I forcefully wrap an arcane spellcaster in an armoured coat as part of being toed up, does that mean that the spellcaster is subject to arcane spell failure (in addition to not being able to use somatic and verbal components)?

Sovereign Court

Is this a good idea? I'm thinking about rolling a Gunslinger 1/ Spellslinger 2/Arcane Archer 2/??? 15. The general concept is that my character makes use of guns, bows and more guns to assist his friends from the shadows.

Spoiler:
The character plays out something like this; from a distance, he or she will stalk the shadows away from the group with a raven, thrush or parrot familiar (from Eldritch Heritage) with the party. The familiar will do the majority of the talking and communicate with the character what is happening.

When the fighting starts, the character searches a vantage point and sets himself up with a telescope and/or scrying spells. Whenever the party needs support, from a distance the character delivers what is needed by whatever weapon is most opportune; a preloaded gun if the distance is relatively short and he needs to increase his attack roll and/or saves. A composite bow if he needs to stay away from the action. A pair of pistols if he needs versatility.

For example, imagine that he sees a werewolf; he decides to use an alchemical cartridge for his musket. Then he sees the alpha hiding just behind a rock, so he swaps to his bow so it can travel in an arc. Then he swaps to his pistol as he notices that his position has been compromised to cast a Cone of Cold and then grappling-gun out of there to the next vantage point.

The familiar isn't essential, of course. I took it because it's nice flavour and it would explain how and when the character knows something is up with the rest of his party. Not to mention that the familiar can warn the party if the opposite is true and the sniper needs rescue. Might even get telepathic bond eventually.

But does this work? I'm going for Arcane Archer purely for the "Imbue Arrow" feature. I take the Siege Gunner archetype to get the most of my intelligence. Weapons include; A pistol, a musket, a longbow, throwing arrow cord and an arrow shooter tube. All with their own respective ammunitions and variations of ammunition, such as saltshot, lodestone arrowheads, etc.

My question is; is it viable? Am I covering my bases or am I in master-of-none territory? Is there a way to use "Imbue Arrow" on different projectiles in a way I haven't heard of yet?

And can I branch off into Oracle with a Metal mystery and go into Mystic Theurge to increase the overal number of spells I have to imbue? And take Savior's Arrow to be able to heal from a distance as well? Or should I cut my losses and be happy with the fact that I can get away with this much already?

Sovereign Court

Simple question;

Arcane Archer, Imbue Arrow wrote:
At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster.

What constitute "area spells"? Does this refer to any spells that has a "area: ...." descriptor?

What does this mean for non-burst spells? For example, if I imbue one of my arrows with "Cone of Cold", does that mean that I can shoot an arrow at a corner and have the cone of cold be directed 90° to the side? Or even backwards? Presuming that "centered" translates to "epicentered", i.e. Effect Origin Point.

What about area spells which have an area of "1 creature/level"?

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